Lecture 9 Prototyping Terry Winograd CS147 - Introduction to - - PowerPoint PPT Presentation

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Lecture 9 Prototyping Terry Winograd CS147 - Introduction to - - PowerPoint PPT Presentation

Lecture 9 Prototyping Terry Winograd CS147 - Introduction to Human-Computer Interaction Design Computer Science Department Stanford University Autumn 2006 CS147 - Terry Winograd - 1 Learning Goals Understand the uses of different


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Lecture 9 – Prototyping

Terry Winograd CS147 - Introduction to Human-Computer Interaction Design Computer Science Department Stanford University Autumn 2006

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Learning Goals

  • Understand the uses of different types
  • f prototypes for different kinds of

designs and be able to choose appropriately

  • Know the basic techniques for low-

fidelity prototyping

  • Be able to determine and apply the

relevant techniques for your project

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What is a Prototype?

  • A representation of a design before

the final artifacts exist

  • To evoke reactions from

stakeholders in the design process

–Designers –Users –Clients

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Uses of Prototypes

  • Design by doing

– Clarify goals and requirements – “Reflective conversation with the materials”

  • Give users the experience of use

– Look and feel

  • Test specific aspects

– Compare alternatives – Make changes

  • Show feasibility for buy-in

– Proof of concept – Manage expectations

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What to Prototype?

“…Prototypes provide the means for examining design problems and evaluating solutions. Selecting the focus of a prototype is the art of identifying the most important open design questions.”

Houde and Hill – What do Prototypes Prototype?

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Design Process

OBSERVE VISUALIZE PROTOTYPE EVALUATE UNDERSTAND IMPLEMENT

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Iterative Prototyping

  • Quality is a function of the number of

iterations and refinements a design undergoes before it hits the street.

  • To get a good idea, get lots of ideas.
  • Enlightened trial and error is better

than than the planning of a flawless intellect.

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FAIL EARLY

(Cost of failure vs. project time curve)

From Hans Haenlein, IDEO

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FAIL OFTEN

(Risk vs. iteration curve)

From Hans Haenlein, IDEO

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3 stages of prototyping

LOW RESOLUTION

project time EVOLVE VALIDATE # of ideas

prototype driven specs → HIGH RESOLUTION spec driven prototypes

INSPIRE

From Hans Haenlein, IDEO

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Designing the Prototype

  • Choose what aspects to prototype

for relevance to your project goals

  • Identify measurable design goals
  • Good enough to provide feedback

but flexible enough for significant changes to be made down the line

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  • Sketches
  • Diagrams & Frameworks
  • Hand Made Constructions
  • Machined Constructions
  • Virtual Models
  • Graphics
  • Packaging
  • Spaces
  • Role Play, Experiences
  • Video

What can be a Prototype?

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Prototypes

  • Look like…
  • Work like…
  • Experience like …..
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PROTOTYPE RAPID

(IDEO “surgical tool”)

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PROTOTYPE ROUGH

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Experience Prototyping

Jane Fulton Suri - IDEO

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From Greenbaum and Kyng, Design at Work 1991

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Early Stage Prototypes

  • Low Fidelity (Paper)

–Work with artifacts

  • Skits / Informance

–Understand roles and context Focus on concepts, not detail Low investment in status quo Openness to change

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Storyboards

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Paper Prototype

http://www.mindspring.com/~bryce_g/projects/lo_fi.html

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Low-Fidelity Prototype

http://bmrc.berkeley.edu/courseware/cs160/fall99/projects/t4/body/low-fi/

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Flipbook

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Flipbook

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Flow Diagrams

From a previous cs147 project…

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Be Clever About Faking It

  • Device Mockups

– Palm, Utopia,..

  • Device substitution

– PC prototype for small device – Tethers for wireless – Pager for defibrillator – …

  • Wizard of Oz techniques
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Wizard of Oz

  • Some aspects of interface are implemented
  • Operation requires processing that is

actually done by a human, not directly visible to the user

  • The “wizard” intervention needs to be

designed to be believable, both technologically and to the user

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Wizard of Oz for Multimedia Design (Oviatt)

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Fidelity is a Spectrum

  • Medium fidelity

–Cleaned up but not decorated –Wireframes, Blocks, Greeking,…

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Medium Fidelity Prototypes

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High Fidelity Tools

  • Web

– FrontPage, GoLive, Dreamweaver,…

  • Screen mockups

– Illustrator, Photoshop, PowerPoint,….

  • Clickthroughs

– Flash, PowerPoint,…

  • Graphic interface builders

– Visual Basic, Visual C#, … – Smalltalk, Lisp,… – Flash, Director,…

  • Graphic toolkits

– Java JFC/Swing, TCL/TK, Prefuse,…

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Breadth vs. Depth

  • Horizontal Prototype

–Top level –Basic features

  • Vertical Prototype

–Path in depth –Clickthrough or interactive

  • Combinations
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Web prototypes (Van Duyne)

  • Industrial strength methods
  • Artifacts

–Site maps –Storyboards –Schematics